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Shader 簡單流水效果

剛剛開始學習shader,照葫蘆畫瓢的完成第一個shader 先貼出來 小記

Shader "Custom/guandong" {
	Properties{
		_MainTint("Diffuse Tint", Color) = (1,1,1,1)
		_MainTex("Base (RGB)", 2D) = "white" {}
		_ScrollXspeed("xspeed",Range(0,10)) = 2
		_ScrollYspeed("yspeed",Range(0,10)) = 2
	}
		SubShader{
			Tags { "RenderType" = "Opaque" }
			LOD 200

			CGPROGRAM
			// Physically based Standard lighting model, and enable shadows on all light types
			#pragma surface surf Standard fullforwardshadows

			// Use shader model 3.0 target, to get nicer looking lighting
			#pragma target 3.0

			sampler2D _MainTex;

			struct Input {
				float2 uv_MainTex;
			};
			fixed4 _MainTint;
			fixed _ScrollXspeed;
			fixed _ScrollYspeed;

			void surf(Input IN, inout SurfaceOutputStandard o) {
				fixed2 scrollUV = IN.uv_MainTex;
				fixed xSrollValue = _ScrollXspeed*_Time;
				fixed yScollValue = _ScrollYspeed*_Time;
				scrollUV += fixed2(xSrollValue, yScollValue);

				half4 c = tex2D(_MainTex, scrollUV);


				half _Glossiness;
				half _Metallic;
				o.Albedo = c.rgb* _MainTint;
				o.Alpha = c.a;
			}
			ENDCG
		}
			FallBack "Diffuse"
}